| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "2D/BsSprite.h" |
| 4 | #include "Material/BsMaterial.h" |
| 5 | #include "Image/BsTexture.h" |
| 6 | #include "Mesh/BsMesh.h" |
| 7 | #include "Material/BsShader.h" |
| 8 | #include "Renderer/BsRendererUtility.h" |
| 9 | #include "Material/BsGpuParamsSet.h" |
| 10 | #include "CoreThread/BsCoreThread.h" |
| 11 | |
| 12 | namespace bs |
| 13 | { |
| 14 | SpriteMaterial::SpriteMaterial(UINT32 id, const HMaterial& material, const ShaderVariation& variation, |
| 15 | bool allowBatching) |
| 16 | :mId(id), mAllowBatching(allowBatching), mMaterialStored(false), mParamBufferIdx(-1) |
| 17 | { |
| 18 | mMaterial = material->getCore(); |
| 19 | |
| 20 | FIND_TECHNIQUE_DESC findTechniqueDesc; |
| 21 | findTechniqueDesc.variation = &variation; |
| 22 | |
| 23 | mTechnique = mMaterial->findTechnique(findTechniqueDesc); |
| 24 | mMaterialStored.store(true, std::memory_order_release); |
| 25 | |
| 26 | gCoreThread().queueCommand(std::bind(&SpriteMaterial::initialize, this)); |
| 27 | } |
| 28 | |
| 29 | SpriteMaterial::~SpriteMaterial() |
| 30 | { |
| 31 | gCoreThread().queueCommand(std::bind(&SpriteMaterial::destroy, mMaterial, mParams)); |
| 32 | } |
| 33 | |
| 34 | void SpriteMaterial::initialize() |
| 35 | { |
| 36 | // Make sure that mMaterial assignment completes on the previous thread before continuing |
| 37 | const bool materialStored = mMaterialStored.load(std::memory_order_acquire); |
| 38 | assert(materialStored == true); |
| 39 | |
| 40 | const SPtr<ct::Pass>& pass = mMaterial->getPass(0, mTechnique); |
| 41 | |
| 42 | if(pass) |
| 43 | pass->compile(); |
| 44 | |
| 45 | mParams = mMaterial->createParamsSet(mTechnique); |
| 46 | |
| 47 | SPtr<ct::Shader> shader = mMaterial->getShader(); |
| 48 | if(shader->hasTextureParam("gMainTexture" )) |
| 49 | { |
| 50 | mTextureParam = mMaterial->getParamTexture("gMainTexture" ); |
| 51 | mSamplerParam = mMaterial->getParamSamplerState("gMainTexSamp" ); |
| 52 | } |
| 53 | |
| 54 | mParamBufferIdx = mParams->getParamBlockBufferIndex("GUIParams" ); |
| 55 | |
| 56 | if(mParamBufferIdx == (UINT32)-1) |
| 57 | LOGERR("Sprite material shader missing \"GUIParams\" block." ); |
| 58 | } |
| 59 | |
| 60 | void SpriteMaterial::destroy(const SPtr<ct::Material>& material, const SPtr<ct::GpuParamsSet>& params) |
| 61 | { |
| 62 | // Do nothing, we just need to make sure the material pointer's last reference is lost while on the core thread |
| 63 | } |
| 64 | |
| 65 | UINT64 SpriteMaterial::getMergeHash(const SpriteMaterialInfo& info) const |
| 66 | { |
| 67 | UINT64 textureId = 0; |
| 68 | if (info.texture.isLoaded()) |
| 69 | textureId = info.texture->getInternalID(); |
| 70 | |
| 71 | size_t hash = 0; |
| 72 | bs_hash_combine(hash, info.groupId); |
| 73 | bs_hash_combine(hash, getId()); |
| 74 | bs_hash_combine(hash, textureId); |
| 75 | bs_hash_combine(hash, info.tint); |
| 76 | |
| 77 | return (UINT64)hash; |
| 78 | } |
| 79 | |
| 80 | void SpriteMaterial::render(const SPtr<ct::MeshBase>& mesh, const SubMesh& subMesh, const SPtr<ct::Texture>& texture, |
| 81 | const SPtr<ct::SamplerState>& sampler, const SPtr<ct::GpuParamBlockBuffer>& paramBuffer, |
| 82 | const SPtr<SpriteMaterialExtraInfo>& additionalData) const |
| 83 | { |
| 84 | SPtr<ct::Texture> spriteTexture; |
| 85 | if (texture != nullptr) |
| 86 | spriteTexture = texture; |
| 87 | else |
| 88 | spriteTexture = ct::Texture::WHITE; |
| 89 | |
| 90 | mTextureParam.set(spriteTexture); |
| 91 | mSamplerParam.set(sampler); |
| 92 | |
| 93 | if(mParamBufferIdx != (UINT32)-1) |
| 94 | mParams->setParamBlockBuffer(mParamBufferIdx, paramBuffer, true); |
| 95 | |
| 96 | mMaterial->updateParamsSet(mParams); |
| 97 | |
| 98 | ct::gRendererUtility().setPass(mMaterial, 0, mTechnique); |
| 99 | ct::gRendererUtility().setPassParams(mParams); |
| 100 | ct::gRendererUtility().draw(mesh, subMesh); |
| 101 | } |
| 102 | } |